I work with wooden objects.
A Volume rendering (i.e. phong) representation of a cube made of wood it’s nice to see since you “see” both the cube surface and the local variation in density of the material (the growth “rings”, if present, or smaller anatomical features at smaller voxels). Just think about an unvarnished wooden plane. Not as translucent as skin.
Of course the surface (as in the idea of the cloud example) is vague and not clearly defined as in a rendered model, that’s calculated (interpolated) across the voxels.
Also the examples of my images show it.
I want to create an empty cube delimited by a polygonal mesh with no information on what’s inside, but with a texture attached to it.
If the object it’s a sculpure, it would have a precise surface definition (given by stl) and a texture that’s informative about the material density.
I think it’s theoretically possibile to calculate the grayvalue at a point in the surface (as an average between a certain number of neighbouring voxels) and then map it to the surface.
I do not expect this to behave as nicely as in the volume renderer!
At least it’s better than monochrome or an artificially attached texture.
What I can do now is to:
-save a jpg with LUT from the volume viewer (say: front view of the sculpture)
-create and export the stl
-map the jpg to the stl in an external CAD software.
that’s painful (for me) and not with a good control at all.